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Super Mario Bros. 3

From The Cutting Room Floor
Revision as of 12:11, 6 February 2016 by Life Fiber Infused (talk | contribs) (Created page with "===Objeto 00=== "Bank ID": {{hex|??}}<br /> "Object ID": {{hex|00}}<br /> Ele tem código que faz que ele se mova (em uma certa velocidade) baseado no controle do jogador quan...")
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Title Screen

Super Mario Bros. 3

Developer: Nintendo
Publisher: Nintendo
Platform: NES
Released in JP: 23 de outubro de 1988
Released in US: 12 de fevereiro de 1990
Released in EU: 29 de agosto de 1991


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Super Mario Bros. 3 é um dos jogos mais vendidos de todos os tempos, e com boas razões. Ele também tem um monte de material não utilizado escondido dentro dele.

Sub-Páginas

SMB3Hammer7.png
Niveís Inutilizados
16 Níveis só acessíveis via Hacks.
SMB3ToadStatue.png
Fases Inutilizadas
Tem bastante coisa lá dentro
Smb3 suit.png
Diferenças entre versões
Erre duas vezes e você está fora!
SMB3Bonus1.png
Mini-Games inacabados
Data bônus de Mini-Games deixados na ROM.

Restos de Funções de Debug

Há algumas Rotinas de Debug que ficaram no jogo, mas nenhuma pode ser acessada sem Hackear o jogo

Level Select e Menu/Modo de Debug

As paredes têm olhos!

O código de Game Genie KKKZSPIU ativa o Level Select e Debug Mode

Na tela de título:

  • Pressione "Cima" ou "Baixo" para selecionar um mundo e começar nele.
  • Pressione "A" para aumentar o número de vidas para 5 (Uma tile mudará cada vez que você pressionar o botão)
  • "A + B + Baixo" no segundo controle lhe manda para a câmera da Princesa no final do jogo
  • "A + B + Direita" lhe manda diretamente à cortina final

Quando você inicia uma partida, sua caixa de items terá um de cada objeto mais um Warp Whistle adicional, e os slots restantes estarão com P-Wings. Durante gameplay:

  • Pressione "Select" no primeiro controle para mudar entre todas as formas de Mario
  • "A/B + Select" dá um Kuribo's Shoe para Mario (Em alguns níveis a aparência fica bugada, mas funciona bem)

Adicionalmente, você terá tempo infinito - o contador ainda funcionará, mas Mario não vai morrer quando ele acabar

The menu shown in the picture was found elsewhere in the ROM and hacked into the title screen; it doesn't appear if you use the Game Genie code by itself. Apply this IPS patch to a Super Mario Bros. 3 ROM to see it for yourself.

Originally, it appears that this menu would have been accessible from the "1 PLAYER" / "2 PLAYER" selection menu if player 2 was holding A + B. It is also possible that this served some other purpose, but the above menu would be the most likely candidate. See Disassembly source for PRG bank #24, search for "Title_Do1P2PMenu:" Interestingly, the button check is still there but the action it was supposed to perform was overwritten with a series of NOP (no operation) instructions, likely done just before release.

(Source: menu found by BMF54123; code created by David Wonn; disassembly by Southbird)

Restos de Debug Desconectados

Mesmo se você ativar o Debig Mode acima, ainda existem algumas rotinas que continuam inacessíveis

  • Free Movement Mode - Unclear how this would be accessed, but would allow you to use the D-Pad to move around the level (see disassembly source for PRG bank #0, search for "$C3EA").
  • Toggled Invincibility - Pressing Select would toggle whether you were completely invulnerable (see disassembly source for PRG bank #0, search for "$C91B"; this behavior could be easily restored by retargeting the JMP instruction or moving the Objects_HandleScrollAndUpdate label since this method would fall through into normal game code).
(Source: Southbird)

Nível 2P Inutilizado

Um arco íris dourado
Um quarto nível 2P, que possui um grande arco de moedas e usa um gráfico inutilizado de bloco. Quando uma moeda é coletada uma Tile incorreta aparece no seu lugar. Existe código relacionado a esse nível que demonstra um Timer que acaba e decide se Mario perdeu a partida. Presumivelmente, o jogador que coletou mais moedas venceria, mas o código que manusearia isso não está na ROM.

(Source: Southbird)

Objetos Inutilizados

(Additional information: Southbird)

Objeto 00

"Bank ID": ??
"Object ID": 00
Ele tem código que faz que ele se mova (em uma certa velocidade) baseado no controle do jogador quando ele está "tocando" ele. O proposito que ele teria servido é desconhecido, ele pode ter sido somente para testar colisão.

Object 02

Bank ID: ??
Object ID: 02
This one is destroyed by its initialization routine if the player is not standing on two of the same tile , otherwise it starts at a vertical height matching the player +32 (roughly at the player's feet) and moves upward at some changing speed by peculiar logic.

Object 04

Bank ID: 00
Object ID: 04

Nice numbers

and letters.

Note: This is not how the object actually appears in-game. Image is for reference only.

A very odd object. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles B0-BF. It faces the player upon initialization. If Mario/Luigi collides with this object, it will stick to him like a Micro-Goomba and will never come off, but it doesn't hinder his movement. It can be killed with a Koopa shell or Hammer.

Object 05

Bank ID: 00
Object ID: 05

More numbers

Not as many letters though

Note: This is not how the object actually appears in-game. Image is for reference only.

Another weird sprite. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles A0-A7. This object walks around like a normal enemy. At a certain point in its walk cycle, it will jump up to Mario/Luigi's Y position and then fall back down.

Interestingly, walking into it will bounce Mario/Luigi in the opposite direction. The only way to get damaged by this object is to let it fall on you. It can be destroyed with a Koopa shell or Hammer.

Object 0A

Bank ID: 00
Object ID: 0A

Who was the unfortunate Toad that got turned into this thing?

Note: This is the best fit for this object's graphics, but it may not be correct.

A simple stationary object that can be "pushed" by Mario/Luigi. Its collision detection doesn't seem to be complete, though, since it can be pushed into walls.

Object 1C

Bank ID: ??
Object ID: 1C
Probably the maybe most perplexing object, this causes something to fly off towards the player, out into the sky. And where it started, a mushroom is glides along. This might have been like one of those bushes in SMW where you run by them and a mushroom pops out, though the functionality is not nearly complete enough to be used that way.

Card Objects

Bank ID: 00
Object ID: 21 (Mushroom), 22 (Fire Flower), 23 (Star)

Electric Solitaire Porycard

Stationary object versions of the cards found at the end of each level! Collecting them will add the appropriate card to your inventory, but there's nothing in this object's code to handle when the card collected is the third card.

Getting to the goal with three of the same card won't trigger the 1-Up bonus. You still have to get the appropriate third card from the goal.

Peculiarly, this object calls a subroutine coined "Object_MoveAndReboundOffWall", (which would be a great function for just about every ground troop in the game!), but only this object actually calls it. But the object never moves.

Gold Cheep-Cheep

Bank ID: 00
Object ID: 88 (Single), D2 (Trio)

If it were in Mario Party, you would get 3 points for defeating it.

This Cheep-Cheep variant only appears in the seventh unused level. In that level, they always show up in groups of three (though sprite overload often keeps at least one from appearing), but a single enemy version is in the code.

It swims across the screen in a strange wavy pattern and is considerably faster than the standard red or green varieties.

Green Para-Beetle

Object ID: N/A

The speedy green!

This can only be spawned with the Para-Beetle Swarm object (see below). It flies faster than the Red Para-Beetle, but otherwise there's no difference between the two.

Bouncing Object

Bank ID: ??
Object ID: B3
A peculiar object that basically behaves similar to a Spiny Egg, but has glitched graphics. It can also curiously be "bounced" by a bounce block to turn around. Purpose unknown, maybe it was a rolling spike ball or something of that sort?

Para-Beetle Swarm

Bank ID: 00
Object ID: B7
A control object that will spawn Green and Red Para-Beetles on the left and right sides of the screen. It's used in the ninth and tenth unused levels.

Unused Level Palettes

Some level types have unused palettes. Not many, though.

Fortress

It's not easy being cut

Fortress palette #2 is a green version of the standard fortress color scheme.

Giant

In a big-ass Game Boy

Giant stage palette #2 uses shades of gray with blue water.

Plains

What an odd sky

Plains palette #1, featuring a sky with a pinkish hue.

Palette 2 (Used) Palette 6 (Unused)
Blue? Or blue-green?

Palette #6 is nearly identical to the used Palette #2. The only difference is that the blue rectangles are blue-green.

Stage Anomalies

There are a few stages with hidden foreground pieces.

Hidden Tile In-Game
A block!! Blocked off

A single brick is hidden behind the waterfall in World 4-1.

Hidden Tile In-Game
A cloud!! Clouded up?

A cloud appears behind the first slope in World 5-2.